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Everything posted by RIDDLER_8
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I have just played a pro battle on the Island map in Flash. Flash works quite well for its near death stage. Flash is almost over, so please keep that in mind. You will need to migrate to HTML5 as soon as possible. On the final day on Flash, it would be a good idea to hold a celebration on a special map with unique Flash missions. ? There are two weeks remaining for Flash, so for players who like Flash, make the most of it before its ultimate end on December 1st 2020. Everyone will need to make the move to HTML5 on December 1st 2020, or no more Tanki Online for you folks. I got a high score and a good 2nd placement. My team won as well, which boosted the points and reward for me as well. This experiment will end around a week before Flash does, so please make the most of this experiment whilst you can. I hope that the good experiment of the buffed up turrets and hulls is going to remain after this experiment ends.
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@Catbird I guess that the new default M3 skins are going to be similar as the legacy skins, but with a twist, they are going to be improved versions of legacy/XT hybrid skins. I may be correct here. That's what I think will happen.
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@cosmic666 Yeah, have a good look in your garage. By now, you should have some anti-free augments earned from your ultra containers and an anti-freeze protection module. I have all those in my garage already.
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@Catbird Well, the bad quality skins are going to be replaced with good quality skins. That's what's going to happen because if developers plan to make Tanki Online better in visual effects and graphics, they are going to need to eliminate the bad stuff that is old and outdated to be replaced with brand new skins and graphic textures for tanks.
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@Person_Random Hi. Nice to meet you. I never seen you before. Developers may or may not choose to increase challenge rewards. My suggestion was just an idea to make rewards better for the game.
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@wolverine848 Well, that's a good question. Developers could increase the number of stars earned in daily and weekly missions. If you want to only earn 3000 stars and 100 Tankions, then that's your opinion, but there are many players out there who would prefer to earn more stars and bigger rewards at the same time.
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@cosmic666 You may think that I exaggerate but I am positive about things I see in Tanki Online. Before this experimentation update, Freeze was too weak, and I complained about it a lot. Now Freeze does good damage so I can manage to make enough kills with it. I do agree that you get killed with Freeze quite a lot. To combat that, I would suggest that you wear the anti-freeze protection module and a cold resistance protection augment on your hull. That would give you a huge level of protection from enemy Freezes.
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@Lurch_1 Freeze is now fine. Why are you complaining? Now I can make good kills in matchmaking battles with the buffed up Freeze.
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I have made 4821 stars in the previous challenge. It looks like developers could increase the number of stars to 4000 and also increase the rewards for each of the tiers to double the current amount for each of the tiers. Both the silver and gold tiers would need an increase in rewards if the number of stars increase. For example, the number of Tankions earned at the end of each challenge could increase to 200 Tankions instead of 100 Tankions, which is too low for the current number of stars earned as of now.
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@Mr.Nibbles I understand that. My proposal would be to double the battle fund earned in matchmaking battles after each tank death. That would balance out the number of spending that non-buyers like me make when buying equipment, supplies and other items with crystals. Also, the level 50 on the silver tier of challenges could receive double the amount of Tankions earned for the final stage of the silver tier. All that together would make both gameplay and non-buyer spending more suitable for all. Now is the time for developers to double the battle fund of matchmaking battles and the number of Tankions earned on the silver tier of challenges.
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@JoyRide Developers may need to buff up all the turrets to make sure that tanks die quicker, keeping all the current double armor for all hulls. That would raise the fund even more. Another way to increase battle fund, would be to double the fund earned in battle after each tank death. That would be done in the next experiment.
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@Maf I understand your concern here, but what if you, me or any other player wants to unequip that paint? I mean remove that paint completely so your tanks does not have a paint equipped. That would result in a rusty looking tank. Something like this: No paint equipped means that your tank would have a rusty appearance. That's what I mean by unequipping your paint.
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I have seen it all but I expect the increased armor for all hulls to remain as is after this experiment ends. I want to use strong equipment in battles because at my MK8 level, which is the top level for full upgrades, I expect to be a very strong player in battles. At my level of high rankings, it would really hurt me to be a weak players like middle ranks like Major. I want to be a true legend player so please keep all turrets and hulls very strong, keeping the game balance in check as well.
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Those two red paints are very nice. They are the best red paints I have seen. The Burst of Light paint is the very best looking paint out of the two. I wish those paints were available on both tiers. One on the silver tier and the other one on the gold tier. For the next challenge on December, I hope to see a green version of the Burst of Green Light paint. I am in favour of green paints so I would appreciate to see more dazzling superb green animated and regular paints as well.
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@Maf Ah, now I understand. A default skin is when you have no skins equipped. That is an excellent idea. This V-Log 278 does not properly explain that. I personally think that developers should do the same thing for paints. A default paint would consist of only one paint when your tank has no paint equipped. A good idea for a default paint would be a "dead paint" like the one we seen on Halloween 2020, a while ago. I always thought that it would be a good thing to unequip your paint when you do not want to wear one.
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@Maf What do you mean about default skins? Are default skins XT versions of skins?
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@GrayWolf8733 Goodness me. You finished this mission so late. I completed it when this experiment began.
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@Spy So, if the improved versions of the skins that are going to replace the current default skins, will the skins players own in their garage be replaced or removed?
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The assault mode might be amended after the experiment. The good news is that in CTF, rugby and siege, it is now better for players to capture flags, balls and points due to double armor for all hulls. I do understand that Hunter and Hopper will zap you with their overdrives but that's the law of Tanki Online's hull overdrives. Nothing can be done about that. The good news when it comes to overdrives, Wasp's, bomb deals twice as much damage as before and Viking's overdrive has double the amount of time for its overdrive to remain active. I am very impressed with that because Viking's overdrive was too short before this experiment and now players can better utilize it. I disagree with you saying that game modes are "broken". That is not true because I played in those game modes and they work fine. There might be some slight off-balance in the assault game mode for defenders, but developers are going to fix this once this experiment comes to an end. In overall, everything else, such as turret and hull buff is fine.
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I have noticed a big survival ability when playing in the rugby, CTF and assault game modes. With the increased hull armor, now I can capture many balls, flags and capture points easily in the siege game mode, which was near impossible before this experiment. I also managed to complete a rugby battle in first place. My team was victorious. This just proves that this experiment is the right thing to do to buff up hulls and turrets so that they are strong enough for successfully winning battles as a whole. Today, I have played a few rugby battles and captures a few balls without getting killed. I did it all with the Freeze and Dictator combos. This now works well with any other combo that players decides to use. Please keep everything the way it is after this experiment ends.
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@cosmic666 The same thing would happen if a player with a saboteur drone dropped many mines. The mines would magnetize enemies that gets too close to the mines and explode on impact.
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@iplayatankonline Me too. I forgot to talk about the health upgrade. I do like the extra health that tanks have in this experiment. That's a good thing for tanks to have more health so that they don't die too easily. When I was talking about doubling the speed of heavy hulls, I did not mention about the engine speed, but only doubling the speed effect of the Speed Boost supply itself. The Speed Boost supply effect is the thing that needs to increase, not the top speed of hulls. The mines should be magnetized so that when players gets too close to them, they attract the hull's metallic plates, then explode on impact. That's what's supposed to happen with mines.
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The Savanna and Forester paints looks very nice on me. I hope to get them in containers. I hope that Black Friday 2020 comes with a smashing 50% off discount on all turrets and hulls. Paints too, because I need to buy cool paints. Green paints are my favourite, so I would like to see more green paints added to the game when new challenges introduces new paints. When I use Dictator and the Freeze combo, now I am able to make easy kills and also I have less deaths. That is fantastic. Now I can properly use my favourite Freeze and Dictator combo without worrying about not making enough kills and dying too many times like before. I hope that developers chooses to keep all the positive changes they have made in this experiment because the overall gameplay for close combat turrets and all the other hulls are much better now. I have mentioned in the previous post above that Smoky and Thunder are the two turrets in the game that are missing shot effect colors. I hope that developers add all the different shot effect colors to those two turrets. Developers said that they were updating the textures for turrets, hulls, skins and maps. That is a delightful thing to hear. What about paints? Will paints get updated textures? Well, I would like to see paints look better on tanks with better textures. Sometime ago, on Halloween 2020, we had dead paints. I thing that it would be a good idea if developers created a "destroyed rusty paint" that looks like a dead paint. That would be a good thing because players could unequip their paints entirely to have an appearance of a tank with no equipped paint. I guess that would be another cool idea to try out in the next experiment. For the next experiment, developers could make some experimentation on paints. Not the paints we already have but, an experiment on dead rusty paints. That's only a suggestion but I think that it would be good to experiment with those dead paints, supplies and mines. I have noticed that this experiment is based on having small maps. There are maps that are medium sized and this does not stick to the rules of small maps. However, this is an experiment so the experimentation of maps is just a first try, so lets roll with that. When this experiment ends, medium sized maps should be removed and only small maps should be kept in the pool of matchmaking battle maps. Speaking of maps in matchmaking battles, it would be a good idea to add the night mode and space mode for matchmaking maps. The night mode benefits for hiding Shaft players and space mode can benefit for those players who likes to fly in matchmaking battles. The Flash version of Tanki Online will come to its death in two weeks from now. I wonder if this current ongoing experiment is available for Flash players to try. I am not sure but I guess it would be a good thing for those players using Flash to try this experiment so that they can come up with answers once they are satisfied with the new game changes this experiment has brought for the overall balance of the melee turrets and the buffed up hulls. For the meantime, enjoy the last four days of this experiment until November 18th at 2:00 AM UTC, when this experiment ends. Good luck to everyone.
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@Zackery459 Thanks for your help. That's all I wanted to know.
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One good thing about the reduced battle time is that players can now earn stars faster than before. I have noticed that I can finish first in battles much more frequently than ever before. That is a brilliant thing because I can complete the top three places missions much easier now. When this experiment ends, I hope that developers will decide to keep the buffed up Freeze, Firebird, Isida, Wasp and Hornet. I am saying that because there are less deaths now with those buffed up equipment than before. That means that melee turrets and light hulls can experience less deaths and more kills, which brings a much better game balance for low spec turrets and hulls. I really enjoyed this experiment and will continue to do so until the end of it. I guess that for the next experiment, developers should increase the range of Isida, Firebird and Freeze by a factor of double to see how close combat turrets cope with more range when targeting enemies from a further distance. In addition to that, I guess that the next experiment should experiment of doubling the effect of the Speed Boost supply. I am saying this because, personally, I think that the Speed Boost supply does not speed up heavy hulls fast enough. The power of the Speed Boost supply would be best experienced by players if developers doubled its speeding effect for heavy hulls and adding a 1.5 times the speed effect for medium hulls and a 1 times speed effect for light hulls. That would balance the speed of all active Speed Boost effect of each hull category by weight and make slow moving hulls move faster when needed. That is like "get your arse moving", you slow lazy Mammoth. I am not being rude here, but giving a crucial and important point on those slow moving hulls which are annoying because they move too slowly. In normal times, slow moving hulls like Titan and Mammoth are fine, but in situations where you need to move fast to capture a flag, ball or catch a gold box, a super Speed Boost supply would help keep those slow moving hulls moving fast at the right time. This is just a suggestion, but I personally think that this suggestion of mine is worth trying for the next experiment. Developers could also try this experimentation with all supply boxes, except gold boxes and containers. Mines would need to be re-imagined because when dropping mines, I mostly waste them due to players running away from them, I suggest that the next experiment improve mines so that mines follows enemy targets when enemies are nearby mines that are dropped on the ground. That would make better use of mines, rather than having them all going to waste because players don't step on them. At the moment, mines are kind of a useless supply because players always avoid them when you drop them on the ground, but if mines follows enemy targets like in Tanki X, then that would make this mines supply of good use for players that want to destroy their enemies when using mines. I do hope that the next experiment will focus on all what I have mentioned above. Thanks for reading.
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